Stupidest error ever

Posted by Sleepysock on Oct. 19, 2009, 3:13 p.m.

k, so im working on a new game and i have a level unlock system in place so when you reach the end of the level it will set that level as complete and then unlock the next. In the finish object's collision with the ball event i have this code:

sound_play(sound);

global.lvl[lv]=true;

room_goto(rm_menu);

which currently does not work for one reason… my sound drivers don't work for some reason because of something during startup… Fixed:

global.lvl[lv]=true;

room_goto(rm_menu);

sound_play(sound);

Fail.

So anyways, whats the problem with the submitting? Ive been trying to upload the newest version of Zombie Mob and I am going to want to put up my new game soon.

On a brighter note, I' have been having a good grade 12 year so far: 12U Data, Lunch, 12U Computer Science, Spare, 12C English. And before the year started i was having a fabulous summer. How was yours?

Comments

Alert Games 15 years, 1 month ago

Interesting lol. And the submitting doesnt work because noone wants to fix it. (or the people that do, arent allowed to)

My summer was pretty good. More productive than most my years in highschool. (is grade 12 in canada the same as US?)

Sleepysock 15 years, 1 month ago

i don't know if 12 is the same, 12 is the final year in highschool, unless you really want to do another year.

SteveKB 15 years, 1 month ago

I do not understand the concepts room_goto() or this "true" variable also object collision? what code is that!

once these things are never used you have a 1337 game ahead of you.

play_sound() is ok since that's probably the only way to do it I think…?

Toast 15 years, 1 month ago

Quote:
I do not understand the concepts room_goto() or this "true" variable also object collision? what code is that!
??? It makes perfect sense. After a level ends (in this case an object collision), he wants to set an indexed variable to say it has been completed (true just means != 0), and then play a sound ("well done" or w/e).

The problem is sounds are obviously local to a specific room, so you can't change room directly after.

Sleepysock 15 years, 1 month ago

sound_play(sound); //plays the sound i did it like this so that i can just set the sound when its created.

global.lvl[lv]=true; //sets the current level (lv) in the global array lvl to true (finished).

room_goto(rm_menu); //goes to the menu room

Im just silly